timjohnarm

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About timjohnarm

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  1. 2D What books should I get next? C++

    Actually to take @Endemoniada's point a bit further, and to quote one of my favourite science fiction authors when asked about how to become a writer. "Start writing and keep on writing it's the only way to get better"
  2. 2D What books should I get next? C++

    I agree with @nbertoa what's your target. Is your character moving about in a 3D world? Do we see your character? Requires animation for your character as well. What tool are you going to use for your models? Blender? I like Blender because there are lots of good YouTube tuts. Jump into 3D rather than trying to force 2D to do what you want if you are aiming for anything other than tiles. Assuming you goal is the game, rather than game engine development, look at some of the Game Engines out there. Unreal Engine, Unity. Probably a better investment of your time than trying to learn DirectX, also makes multi-platform simpler. If you are a sucker for punishment then I'm working my way through this at the moment. http://files2.syncfusion.com/Downloads/Ebooks/Direct3D_Succinctly.pdf Scan through the beast below which will help you understand how to set up your project and what you are up against. http://www.latexstudio.net/wp-content/uploads/2014/12/Game_Engine_Architecture-en.pdf first edition free. There is a second edition as well. Don't get too fussed about learning everything there is to know about C++ that's what Stackoverflow is for, search for a solution to your problem. You should also write a story about your character and world, a good story. It's the storyline that helps player to become immersed in your world. The Game Programming Patterns book is good. Read the Blogs on this site. And above all else actually write the code in the tut's, copy the boiler-plate but actually type in key code. Actually working through the examples will help you build up the knowledge you are after.
  3. So the application itself is 2D and layered but I want to build the background bitmap from a Blender 3D model. When I make an appeal to Saint Google there seem to be an awful lot of ways of getting to the desired result. The process I have in mind is to do the following. Please comment on the practicality or otherwise of this approach. Use a background thread to: Load the model Create a 3D buffer for rendering into Render into the buffer Copy the 3D buffer to a 2D buffer somewhere The main loop will Blit? copy the 2D background to the backbuffer of the swap chain Overlay the background with various sprites Swap buffers Which leads to the following questions. What is the best option for exporting a Blender model for use by DirectX. Which API should I use to create a 3D buffer for rendering the model into? As it only gets rendered on scene changes, every 10-20 seconds, am I correct in assuming it shouldn't be part of the swap chain? In managing the background buffer is it best to, or must I, use a "dummy" device of some kind? How do I turn a 3D buffer into a 2D bitmap for load into the 2D swap chain? What is the best way to set up the 2D buffer so asto minimise the cost of the copy for every frame by the main loop?